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Comparing deliantra/server/server/c_object.C (file contents):
Revision 1.31 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.62 by elmex, Mon Nov 26 12:54:32 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
20 23
21 The author can be reached via e-mail to <crossfire@schmorp.de> 24/*
22
23 Object (handling) commands 25 * Object (handling) commands
24*/ 26 */
25 27
26#include <global.h> 28#include <global.h>
27#include <loader.h> 29#include <loader.h>
28#include <skills.h> 30#include <skills.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 31#include <sproto.h>
31#endif
32#include <living.h> 32#include <living.h>
33#include <math.h> 33#include <math.h>
34 34
35/* 35/*
36 * Object id parsing functions 36 * Object id parsing functions
56 * only unapply applied, or apply unapplied objects 56 * only unapply applied, or apply unapplied objects
57 **/ 57 **/
58static object * 58static object *
59find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag) 59find_best_apply_object_match (object *pl, const char *params, enum apply_flag aflag)
60{ 60{
61 object *tmp, *best = NULL; 61 object *best = 0;
62 int match_val = 0, tmpmatch; 62 int match_val = 0;
63 63
64 for (tmp = pl->inv; tmp; tmp = tmp->below) 64 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
65 { 65 {
66 if (tmp->invisible) 66 if (tmp->invisible)
67 continue; 67 continue;
68
68 if ((tmpmatch = item_matched_string (pl, tmp, params)) > match_val) 69 int tmpmatch = item_matched_string (pl, tmp, params);
70
71 if (tmpmatch > match_val)
69 { 72 {
70 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED))) 73 if ((aflag == AP_APPLY) && (QUERY_FLAG (tmp, FLAG_APPLIED)))
71 continue; 74 continue;
75
72 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED))) 76 if ((aflag == AP_UNAPPLY) && (!QUERY_FLAG (tmp, FLAG_APPLIED)))
73 continue; 77 continue;
78
74 match_val = tmpmatch; 79 match_val = tmpmatch;
75 best = tmp; 80 best = tmp;
76 } 81 }
77 } 82 }
83
78 return best; 84 return best;
79} 85}
80 86
81/** 87/**
82 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL); 88 * Shortcut to find_best_apply_object_match(pl, params, AF_NULL);
83 **/ 89 **/
84object * 90object *
85find_best_object_match (object *pl, const char *params) 91find_best_object_match (object *pl, const char *params)
86{ 92{
87 return find_best_apply_object_match (pl, params, AP_NULL); 93 return find_best_apply_object_match (pl, params, AP_TOGGLE);
88} 94}
89 95
90int 96int
91command_uskill (object *pl, char *params) 97command_uskill (object *pl, char *params)
92{ 98{
93 if (!params) 99 if (!params)
94 { 100 {
95 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>"); 101 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: use_skill <skill name>");
96 return 0; 102 return 0;
97 } 103 }
104
98 return use_skill (pl, params); 105 return use_skill (pl, params);
99} 106}
100 107
101int 108int
102command_rskill (object *pl, char *params) 109command_rskill (object *pl, char *params)
106 if (!params) 113 if (!params)
107 { 114 {
108 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>"); 115 new_draw_info (NDI_UNIQUE, 0, pl, "Usage: ready_skill <skill name>");
109 return 0; 116 return 0;
110 } 117 }
118
111 skill = find_skill_by_name (pl, params); 119 skill = find_skill_by_name (pl, params);
112 120
113 if (!skill) 121 if (!skill)
114 { 122 {
115 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params); 123 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no knowledge of the skill %s", params);
116 return 0; 124 return 0;
117 } 125 }
118 return change_skill (pl, skill, 0);
119}
120 126
127 pl->change_skill (0);
128 apply_special (pl, skill, AP_APPLY);
129 return 1;
130}
121 131
122/* These functions (command_search, command_disarm) are really just wrappers for 132/* These functions (command_search, command_disarm) are really just wrappers for
123 * things like 'use_skill ...'). In fact, they should really be obsoleted 133 * things like 'use_skill ...'). In fact, they should really be obsoleted
124 * and replaced with those. 134 * and replaced with those.
125 */ 135 */
133command_disarm (object *op, char *params) 143command_disarm (object *op, char *params)
134{ 144{
135 return use_skill (op, skill_names[SK_DISARM_TRAPS]); 145 return use_skill (op, skill_names[SK_DISARM_TRAPS]);
136} 146}
137 147
138
139/* A little special because we do want to pass the full params along 148/* A little special because we do want to pass the full params along
140 * as it includes the object to throw. 149 * as it includes the object to throw.
141 */ 150 */
142int 151int
143command_throw (object *op, char *params) 152command_throw (object *op, char *params)
144{ 153{
145 object *skop;
146
147 skop = find_skill_by_name (op, skill_names[SK_THROWING]); 154 if (object *skop = find_skill_by_name (op, skill_names[SK_THROWING]))
148 if (skop)
149 return do_skill (op, op, skop, op->facing, params); 155 return do_skill (op, op, skop, op->facing, params);
150 else 156 else
151 {
152 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing."); 157 new_draw_info (NDI_UNIQUE, 0, op, "You have no knowledge of the skill throwing.");
153 } 158
154 return 0; 159 return 0;
155} 160}
156
157 161
158int 162int
159command_apply (object *op, char *params) 163command_apply (object *op, char *params)
160{ 164{
161 if (!params) 165 if (!params)
163 player_apply_below (op); 167 player_apply_below (op);
164 return 0; 168 return 0;
165 } 169 }
166 else 170 else
167 { 171 {
168 apply_flag aflag = (apply_flag) 0; 172 apply_flag aflag = (apply_flag)0;
169 object *inv;
170 173
171 while (*params == ' ') 174 while (*params == ' ')
172 params++; 175 params++;
176
173 if (!strncmp (params, "-a ", 3)) 177 if (!strncmp (params, "-a ", 3))
174 { 178 {
175 aflag = AP_APPLY; 179 aflag = AP_APPLY;
176 params += 3; 180 params += 3;
177 } 181 }
182
178 if (!strncmp (params, "-u ", 3)) 183 if (!strncmp (params, "-u ", 3))
179 { 184 {
180 aflag = AP_UNAPPLY; 185 aflag = AP_UNAPPLY;
181 params += 3; 186 params += 3;
182 } 187 }
188
183 while (*params == ' ') 189 while (*params == ' ')
184 params++; 190 params++;
185 191
186 inv = find_best_apply_object_match (op, params, aflag); 192 if (object *inv = find_best_apply_object_match (op, params, aflag))
187 if (inv)
188 {
189 player_apply (op, inv, aflag, 0); 193 player_apply (op, inv, aflag, 0);
190 }
191 else 194 else
192 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params); 195 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find any match to the %s.", params);
193 } 196 }
197
194 return 0; 198 return 0;
195} 199}
196 200
197/* 201/*
198 * Check if an item op can be put into a sack. If pl exists then tell 202 * Check if an item op can be put into a sack. If pl exists then tell
268 } 272 }
269 273
270 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 274 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
271 return; 275 return;
272 276
273 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
274 {
275 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff of smoke!");
276 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
277
278 if (pl->type == PLAYER)
279 esrv_del_item (pl->contr, tmp->count);
280
281 tmp->destroy ();
282 return;
283 }
284
285 if (nrof > tmp_nrof || nrof == 0) 277 if (nrof > tmp_nrof || nrof == 0)
286 nrof = tmp_nrof; 278 nrof = tmp_nrof;
287 279
288 /* Figure out how much weight this object will add to the player */ 280 /* Figure out how much weight this object will add to the player */
289 weight = tmp->weight * nrof; 281 weight = tmp->weight * nrof;
299 { 291 {
300 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up."); 292 new_draw_info (0, 0, pl, "That item is too heavy for you to pick up.");
301 return; 293 return;
302 } 294 }
303 295
304 if (settings.real_wiz == FALSE && QUERY_FLAG (pl, FLAG_WAS_WIZ))
305 SET_FLAG (tmp, FLAG_WAS_WIZ);
306
307 if (nrof != tmp_nrof) 296 if (nrof != tmp_nrof)
308 { 297 {
309 object *tmp2 = tmp; 298 object *tmp2 = tmp;
310 299
311 tmp = get_split_ob (tmp, nrof); 300 tmp = get_split_ob (tmp, nrof);
313 { 302 {
314 new_draw_info (NDI_UNIQUE, 0, pl, errmsg); 303 new_draw_info (NDI_UNIQUE, 0, pl, errmsg);
315 return; 304 return;
316 } 305 }
317 306
318 /* Tell a client what happened rest of objects */ 307 /* Tell the client what happened to the rest of objects */
319 if (pl->type == PLAYER) 308 if (pl->contr)
320 {
321 if (tmp2->destroyed ()) 309 if (tmp2->destroyed ())
322 esrv_del_item (pl->contr, tmp2->count); 310 esrv_del_item (pl->contr, tmp2->count);
323 else 311 else
324 esrv_send_item (pl, tmp2); 312 esrv_update_item (UPD_NROF, pl, tmp2);
325 }
326 } 313 }
327 else 314 else
328 { 315 {
329 /* If the object is in a container, send a delete to the client. 316 /* If the object is in a container, send a delete to the client.
330 * - we are moving all the items from the container to elsewhere, 317 * - we are moving all the items from the container to elsewhere,
332 */ 319 */
333 if (!QUERY_FLAG (tmp, FLAG_REMOVED)) 320 if (!QUERY_FLAG (tmp, FLAG_REMOVED))
334 { 321 {
335 if (tmp->env && pl->type == PLAYER) 322 if (tmp->env && pl->type == PLAYER)
336 esrv_del_item (pl->contr, tmp->count); 323 esrv_del_item (pl->contr, tmp->count);
324
337 tmp->remove (); /* Unlink it */ 325 tmp->remove (); /* Unlink it */
338 } 326 }
339 } 327 }
328
340 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 329 if (QUERY_FLAG (tmp, FLAG_UNPAID))
341 (void) sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP)); 330 sprintf (buf, "%s will cost you %s.", query_name (tmp), query_cost_string (tmp, pl, F_BUY | F_SHOP));
342 else 331 else
343 (void) sprintf (buf, "You pick up the %s.", query_name (tmp)); 332 sprintf (buf, "You pick up the %s.", query_name (tmp));
333
344 new_draw_info (NDI_UNIQUE, 0, pl, buf); 334 new_draw_info (NDI_UNIQUE, 0, pl, buf);
345 335
346 tmp = insert_ob_in_ob (tmp, op); 336 tmp = insert_ob_in_ob (tmp, op);
347 337
348 /* All the stuff below deals with client/server code, and is only 338 /* All the stuff below deals with client/server code, and is only
349 * usable by players 339 * usable by players
350 */ 340 */
351 if (pl->type != PLAYER) 341 if (pl->contr)
352 return; 342 {
353
354 esrv_send_item (pl, tmp); 343 esrv_send_item (pl, tmp);
344
355 /* These are needed to update the weight for the container we 345 /* These are needed to update the weight for the container we
356 * are putting the object in. 346 * are putting the object in.
357 */ 347 */
358 if (op != pl) 348 if (op != pl)
359 { 349 {
360 esrv_update_item (UPD_WEIGHT, pl, op); 350 esrv_update_item (UPD_WEIGHT, pl, op);
361 esrv_send_item (pl, pl); 351 esrv_send_item (pl, pl);
362 } 352 }
363 353
364 /* Update the container the object was in */ 354 /* Update the container the object was in */
365 if (env && env != pl && env != op) 355 if (env && env != pl && env != op)
366 esrv_update_item (UPD_WEIGHT, pl, env); 356 esrv_update_item (UPD_WEIGHT, pl, env);
357 }
367} 358}
368 359
369/* modified slightly to allow monsters use this -b.t. 5-31-95 */ 360/* modified slightly to allow monsters use this -b.t. 5-31-95 */
370void 361void
371pick_up (object *op, object *alt) 362pick_up (object *op, object *alt)
430 421
431 if (!alt) 422 if (!alt)
432 for (alt = op->inv; alt; alt = alt->below) 423 for (alt = op->inv; alt; alt = alt->below)
433 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count)) 424 if (alt->type == CONTAINER && QUERY_FLAG (alt, FLAG_APPLIED) && sack_can_hold (NULL, alt, tmp, count))
434 break; /* General container comes next */ 425 break; /* General container comes next */
426
435 if (!alt) 427 if (!alt)
436 alt = op; /* No free containers */ 428 alt = op; /* No free containers */
437 } 429 }
438 430
439 if (tmp->env == alt) 431 if (tmp->env == alt)
466 458
467leave: 459leave:
468 if (need_fix_tmp) 460 if (need_fix_tmp)
469 fix_stopped_item (tmp, tmp_map, op); 461 fix_stopped_item (tmp, tmp_map, op);
470} 462}
471
472 463
473/* This takes (picks up) and item. op is the player 464/* This takes (picks up) and item. op is the player
474 * who issued the command. params is a string to 465 * who issued the command. params is a string to
475 * match against the item name. Basically, always 466 * match against the item name. Basically, always
476 * returns zero, but that should be improved. 467 * returns zero, but that should be improved.
491 482
492 if (!tmp) 483 if (!tmp)
493 tmp = op->below; 484 tmp = op->below;
494 } 485 }
495 486
496 if (tmp == NULL) 487 if (!tmp)
497 { 488 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!"); 489 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to take!");
499 return 0; 490 return 0;
500 } 491 }
501 492
502 /* Makes processing easier */ 493 /* Makes processing easier */
503 if (params && *params == '\0') 494 if (params && *params == '\0')
504 params = NULL; 495 params = 0;
496
497 int cnt = MAX_ITEM_PER_DROP;
505 498
506 while (tmp) 499 while (tmp)
507 { 500 {
508 next = tmp->below; 501 next = tmp->below;
509 502
510 if (tmp->invisible) 503 if (tmp->invisible)
511 { 504 {
512 tmp = next; 505 tmp = next;
513 continue; 506 continue;
514 } 507 }
508
515 /* This following two if and else if could be merged into line 509 /* This following two if and else if could be merged into line
516 * but that probably will make it more difficult to read, and 510 * but that probably will make it more difficult to read, and
517 * not make it any more efficient 511 * not make it any more efficient
518 */ 512 */
519 if (params && item_matched_string (op, tmp, params)) 513 if (params && item_matched_string (op, tmp, params))
520 { 514 {
521 pick_up (op, tmp); 515 pick_up (op, tmp);
516 if (--cnt <= 0) break;
522 } 517 }
523 else if (can_pick (op, tmp) && !params) 518 else if (can_pick (op, tmp) && !params)
524 { 519 {
525 pick_up (op, tmp); 520 pick_up (op, tmp);
526 break; 521 break;
527 } 522 }
523
528 tmp = next; 524 tmp = next;
529 /* Might as well just skip over the player immediately - 525 }
530 * we know it can't be picked up 526
531 */ 527 if (cnt <= 0)
532 if (tmp == op)
533 tmp = tmp->below;
534 } 528 {
529 op->failmsg ("Couldn't pick up so many items at once.");
530 return 0;
531 }
532
535 if (!params && !tmp) 533 if (!params && !tmp)
536 { 534 {
537 for (tmp = op->below; tmp != NULL; tmp = tmp->next) 535 for (tmp = op->below; tmp; tmp = tmp->below)
538 if (!tmp->invisible) 536 if (!tmp->invisible)
539 { 537 {
540 char buf[MAX_BUF]; 538 char buf[MAX_BUF];
541 539
542 sprintf (buf, "You can't pick up a %s.", &tmp->name); 540 sprintf (buf, "You can't pick up a %s.", &tmp->name);
543 new_draw_info (NDI_UNIQUE, 0, op, buf); 541 new_draw_info (NDI_UNIQUE, 0, op, buf);
544 break; 542 break;
545 } 543 }
544
546 if (!tmp) 545 if (!tmp)
547 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up."); 546 new_draw_info (NDI_UNIQUE, 0, op, "There is nothing to pick up.");
548 } 547 }
548
549 return 0; 549 return 0;
550} 550}
551 551
552 552
553/* 553/*
633 else 633 else
634 tmp->remove (); 634 tmp->remove ();
635 635
636 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack)); 636 new_draw_info_format (NDI_UNIQUE, 0, op, "You put the %s in %s.", query_name (tmp), query_name (sack));
637 tmp2 = insert_ob_in_ob (tmp, sack); 637 tmp2 = insert_ob_in_ob (tmp, sack);
638 op->update_stats (); /* This is overkill, fix_player() is called somewhere */ 638
639 /* in object.c */ 639 // elmex: 2007-11-26: removed update_stats and replaced
640 // it by update_after_inventory_change () in the caller
641 // of this function
640 642
641 /* If an object merged (and thus, different object), we need to 643 /* If an object merged (and thus, different object), we need to
642 * delete the original. 644 * delete the original.
643 */ 645 */
644 if (tmp2 != tmp) 646 if (tmp2 != tmp)
657 * This is used when dropping objects onto the floor. 659 * This is used when dropping objects onto the floor.
658 */ 660 */
659void 661void
660drop_object (object *op, object *tmp, uint32 nrof) 662drop_object (object *op, object *tmp, uint32 nrof)
661{ 663{
662 char buf[MAX_BUF];
663 object *floor; 664 object *floor;
664 665
665 if (QUERY_FLAG (tmp, FLAG_NO_DROP)) 666 if (QUERY_FLAG (tmp, FLAG_NO_DROP))
666 return; 667 return;
667 668
668 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 669 if (QUERY_FLAG (tmp, FLAG_APPLIED))
669 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 670 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
670 return; /* can't unapply it */ 671 return; /* can't unapply it */
672
673 //fprintf (stderr, "ui, on space is %ld\n", op->ms ().volume ());//D
671 674
672 /* We are only dropping some of the items. We split the current object 675 /* We are only dropping some of the items. We split the current object
673 * off 676 * off
674 */ 677 */
675 if (nrof && tmp->nrof != nrof) 678 if (nrof && tmp->nrof != nrof)
699 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op))) 702 if (INVOKE_OBJECT (DROP, tmp, ARG_OBJECT (op)))
700 return; 703 return;
701 704
702 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 705 if (QUERY_FLAG (tmp, FLAG_STARTEQUIP))
703 { 706 {
704 sprintf (buf, "You drop the %s.", query_name (tmp)); 707 op->statusmsg (format ("You drop the %s.", query_name (tmp)));
705 new_draw_info (NDI_UNIQUE, 0, op, buf); 708 op->statusmsg ("The gods who lent it to you retrieves it.");
706 new_draw_info (NDI_UNIQUE, 0, op, "The gods who lent it to you retrieves it.");
707 709
708 if (op->type == PLAYER) 710 if (op->type == PLAYER)
709 esrv_del_item (op->contr, tmp->count); 711 esrv_del_item (op->contr, tmp->count);
710 712
711 tmp->destroy (); 713 tmp->destroy ();
712 op->update_stats (); 714 op->update_stats ();
713 return; 715 return;
714 } 716 }
715 717
716/* If SAVE_INTERVAL is commented out, we never want to save
717 * the player here.
718 */
719#ifdef SAVE_INTERVAL
720 /* I'm not sure why there is a value check - since the save
721 * is done every SAVE_INTERVAL seconds, why care the value
722 * of what he is dropping?
723 */
724 if (op->type == PLAYER && !QUERY_FLAG (tmp, FLAG_UNPAID) &&
725 (tmp->nrof ? tmp->value * tmp->nrof : tmp->value > 2000) && (op->contr->last_save_time + SAVE_INTERVAL) <= time (NULL))
726 {
727 op->contr->save ();
728 op->contr->last_save_time = time (NULL);
729 }
730#endif /* SAVE_INTERVAL */
731
732 if (op->type == PLAYER) 718 if (op->type == PLAYER)
733 esrv_del_item (op->contr, tmp->count); 719 esrv_del_item (op->contr, tmp->count);
734 720
735 /* Call this before we update the various windows/players. At least 721 /* Call this before we update the various windows/players. At least
736 * that we, we know the weight is correct. 722 * that we, we know the weight is correct.
737 */ 723 */
738 op->update_stats (); /* This is overkill, fix_player() is called somewhere */ 724 // 2007-11-26: moved op->update_stats away and calling it later after
739 /* in object.c */ 725 // all items of a drop command have been processed.
740 726
727 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
728 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
729 return;
730
731 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
732 sell_item (tmp, op);
733
734 tmp->x = op->x;
735 tmp->y = op->y;
736
737 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
738}
739
740void update_after_inventory_change (object *op)
741{
742 /* Call this before we update the various windows/players. At least
743 * that we, we know the weight is correct.
744 */
745 op->update_stats ();
746
747 // elmex: kept this for now, i have no idea what happens when i remove it:
741 if (op->type == PLAYER) 748 if (op->type == PLAYER)
742 { 749 {
743 /* Need to update the weight for the player */ 750 /* Need to update the weight for the player */
744 esrv_send_item (op, op); 751 esrv_send_item (op, op);
745 op->contr->ns->floorbox_update (); 752 op->contr->ns->floorbox_update ();
746 } 753 }
747
748 for (floor = GET_MAP_OB (op->map, op->x, op->y); floor; floor = floor->above)
749 if (INVOKE_OBJECT (DROP_ON, floor, ARG_OBJECT (tmp), ARG_OBJECT (op)))
750 return;
751
752 if (is_in_shop (op) && !QUERY_FLAG (tmp, FLAG_UNPAID) && tmp->type != MONEY)
753 sell_item (tmp, op);
754
755 tmp->x = op->x;
756 tmp->y = op->y;
757
758 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
759} 754}
760 755
761void 756void
762drop (object *op, object *tmp) 757drop (object *op, object *tmp)
763{ 758{
853 Care must be taken that the next item pointer is not to money as 848 Care must be taken that the next item pointer is not to money as
854 the drop() routine will do unknown things to it when dropping 849 the drop() routine will do unknown things to it when dropping
855 in a shop. --Tero.Pelander@utu.fi 850 in a shop. --Tero.Pelander@utu.fi
856 */ 851 */
857 852
853 int cnt = MAX_ITEM_PER_DROP;
854
858 if (params == NULL) 855 if (params == NULL)
859 { 856 {
860 while (curinv != NULL) 857 while (curinv != NULL)
861 { 858 {
862 nextinv = curinv->below; 859 nextinv = curinv->below;
866 curinv->type != FOOD && curinv->type != KEY && 863 curinv->type != FOOD && curinv->type != KEY &&
867 curinv->type != SPECIAL_KEY && curinv->type != GEM && 864 curinv->type != SPECIAL_KEY && curinv->type != GEM &&
868 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv)) 865 !curinv->invisible && (curinv->type != CONTAINER || op->container != curinv))
869 { 866 {
870 drop (op, curinv); 867 drop (op, curinv);
868 if (--cnt <= 0) break;
871 } 869 }
872 curinv = nextinv; 870 curinv = nextinv;
873 } 871 }
874 } 872 }
875 873
881 while (nextinv && nextinv->type == MONEY) 879 while (nextinv && nextinv->type == MONEY)
882 nextinv = nextinv->below; 880 nextinv = nextinv->below;
883 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW))) 881 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == WEAPON) || (curinv->type == BOW) || (curinv->type == ARROW)))
884 { 882 {
885 drop (op, curinv); 883 drop (op, curinv);
884 if (--cnt <= 0) break;
886 } 885 }
887 curinv = nextinv; 886 curinv = nextinv;
888 } 887 }
889 } 888 }
890 889
896 while (nextinv && nextinv->type == MONEY) 895 while (nextinv && nextinv->type == MONEY)
897 nextinv = nextinv->below; 896 nextinv = nextinv->below;
898 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET)) 897 if (!QUERY_FLAG (curinv, FLAG_INV_LOCKED) && ((curinv->type == ARMOUR) || curinv->type == SHIELD || curinv->type == HELMET))
899 { 898 {
900 drop (op, curinv); 899 drop (op, curinv);
900 if (--cnt <= 0) break;
901 } 901 }
902 curinv = nextinv; 902 curinv = nextinv;
903 } 903 }
904 } 904 }
905 905
935 break; 935 break;
936 default: 936 default:
937 curinv = nextinv; 937 curinv = nextinv;
938 break; 938 break;
939 } 939 }
940 if (--cnt <= 0) break;
940 } 941 }
941 curinv = nextinv; 942 curinv = nextinv;
942 } 943 }
943 } 944 }
944 945
945 op->contr->ns->floorbox_update (); 946 if (cnt <= 0)
947 op->failmsg ("Only dropped some items, can't drop that many items at once.");
948
949 update_after_inventory_change (op);
946 950
947/* draw_look(op);*/ 951/* draw_look(op);*/
948 return 0; 952 return 0;
949} 953}
950 954
963 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?"); 967 new_draw_info (NDI_UNIQUE, 0, op, "Drop what?");
964 return 0; 968 return 0;
965 } 969 }
966 else 970 else
967 { 971 {
972 int cnt = MAX_ITEM_PER_DROP;
973
968 for (tmp = op->inv; tmp; tmp = next) 974 for (tmp = op->inv; tmp; tmp = next)
969 { 975 {
970 next = tmp->below; 976 next = tmp->below;
971 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible) 977 if (QUERY_FLAG (tmp, FLAG_NO_DROP) || tmp->invisible)
972 continue; 978 continue;
979
973 if (item_matched_string (op, tmp, params)) 980 if (item_matched_string (op, tmp, params))
974 { 981 {
975 drop (op, tmp); 982 drop (op, tmp);
983 if (--cnt <= 0) break;
976 did_one = 1; 984 did_one = 1;
977 } 985 }
978 } 986 }
987
979 if (!did_one) 988 if (!did_one)
980 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop."); 989 new_draw_info (NDI_UNIQUE, 0, op, "Nothing to drop.");
981 } 990
982 if (op->type == PLAYER) 991 if (cnt <= 0)
983 { 992 op->failmsg ("Only dropped some items, can't drop that many items at once.");
984 op->contr->count = 0; 993
985 op->contr->ns->floorbox_update (); 994 update_after_inventory_change (op);
986 }; 995 }
987 996
988/* draw_look(op);*/
989 return 0; 997 return 0;
990} 998}
991 999
992int 1000int
993command_examine (object *op, char *params) 1001command_examine (object *op, char *params)
994{ 1002{
995 if (!params) 1003 if (!params)
996 { 1004 {
997 object *tmp = op->below; 1005 object *tmp = op->below;
998 1006
999 while (tmp && !LOOK_OBJ (tmp)) 1007 while (tmp && !tmp->client_visible ())
1000 tmp = tmp->below; 1008 tmp = tmp->below;
1001 if (tmp) 1009 if (tmp)
1002 examine (op, tmp); 1010 examine (op, tmp);
1003 } 1011 }
1004 else 1012 else
1056 } 1064 }
1057 1065
1058 return 0; 1066 return 0;
1059} 1067}
1060 1068
1061 1069std::string
1062/* op should be a player, params is any params. 1070object::describe_monster (object *who)
1063 * If no params given, we print out the currently marked object.
1064 * otherwise, try to find a matching object - try best match first.
1065 */
1066int
1067command_mark (object *op, char *params)
1068{ 1071{
1069 if (!op->contr) 1072 dynbuf_text buf (512, 512);
1070 return 1;
1071 1073
1072 if (!params) 1074 object *mon = head ? head : this;
1073 {
1074 object *mark = find_marked_object (op);
1075 1075
1076 if (!mark) 1076 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1077 new_draw_info (NDI_UNIQUE, 0, op, "You have no marked object."); 1077 buf << "It is an undead force.\n";
1078 else 1078
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is marked.", query_name (mark)); 1079 if (mon->level > who->level)
1080 } 1080 buf << "It is likely more powerful than you.\n";
1081 else if (mon->level < who->level)
1082 buf << "It is likely less powerful than you.\n";
1081 else 1083 else
1082 { 1084 buf << "It is probably as powerful as you.\n";
1083 object *mark1 = find_best_object_match (op, params);
1084 1085
1085 if (!mark1)
1086 {
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "Could not find an object that matches %s", params);
1088 return 1;
1089 }
1090 else
1091 {
1092 op->contr->mark = mark1;
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "Marked item %s", query_name (mark1));
1094 return 0;
1095 }
1096 }
1097
1098 return 0; /*shouldnt get here */
1099}
1100
1101
1102/* op is the player
1103 * tmp is the monster being examined.
1104 */
1105void
1106examine_monster (object *op, object *tmp)
1107{
1108 object *mon = tmp->head ? tmp->head : tmp;
1109
1110 if (QUERY_FLAG (mon, FLAG_UNDEAD))
1111 new_draw_info (NDI_UNIQUE, 0, op, "It is an undead force.");
1112 if (mon->level > op->level)
1113 new_draw_info (NDI_UNIQUE, 0, op, "It is likely more powerful than you.");
1114 else if (mon->level < op->level)
1115 new_draw_info (NDI_UNIQUE, 0, op, "It is likely less powerful than you.");
1116 else
1117 new_draw_info (NDI_UNIQUE, 0, op, "It is probably as powerful as you.");
1118 if (mon->attacktype & AT_ACID) 1086 if (mon->attacktype & AT_ACID)
1119 new_draw_info (NDI_UNIQUE, 0, op, "You seem to smell an acrid odor."); 1087 buf << "You seem to smell an acrid odor.\n";
1120 1088
1121 /* Anyone know why this used to use the clone value instead of the 1089 /* Anyone know why this used to use the clone value instead of the
1122 * maxhp field? This seems that it should give more accurate results. 1090 * maxhp field? This seems that it should give more accurate results.
1123 */ 1091 */
1124 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1)) 1092 switch ((mon->stats.hp + 1) * 4 / (mon->stats.maxhp + 1))
1125 { /* From 1-4 */ 1093 { /* From 1-4 */
1126 case 1: 1094 case 1:
1127 new_draw_info (NDI_UNIQUE, 0, op, "It is in a bad shape."); 1095 buf << "It is in a bad shape.\n";
1128 break; 1096 break;
1129 case 2: 1097 case 2:
1130 new_draw_info (NDI_UNIQUE, 0, op, "It is hurt."); 1098 buf << "It is hurt.\n";
1131 break; 1099 break;
1132 case 3: 1100 case 3:
1133 new_draw_info (NDI_UNIQUE, 0, op, "It is somewhat hurt."); 1101 buf << "It is somewhat hurt.\n";
1134 break; 1102 break;
1135 case 4: 1103 case 4:
1136 new_draw_info (NDI_UNIQUE, 0, op, "It is in excellent shape."); 1104 buf << "It is in excellent shape.\n";
1137 break; 1105 break;
1138 } 1106 }
1107
1139 if (present_in_ob (POISONING, mon) != NULL) 1108 if (present_in_ob (POISONING, mon))
1140 new_draw_info (NDI_UNIQUE, 0, op, "It looks very ill."); 1109 buf << "It looks very ill.\n";
1141}
1142 1110
1111 return buf;
1112}
1143 1113
1144/* tmp is the object being described, pl is who is examing it. */ 1114/* tmp is the object being described, pl is who is examing it. */
1145char * 1115const char *
1146long_desc (object *tmp, object *pl) 1116long_desc (object *tmp, object *pl)
1147{ 1117{
1148 static char buf[VERY_BIG_BUF]; 1118 static std::string s;
1149 char *cp;
1150 1119
1151 if (tmp == NULL) 1120 return (s = tmp->long_desc (pl)).c_str ();
1152 return ""; 1121}
1153 1122
1154 buf[0] = '\0'; 1123std::string
1124object::long_desc (object *who)
1125{
1126 std::string buf (query_name (this));
1127
1155 switch (tmp->type) 1128 switch (type)
1156 { 1129 {
1157 case RING: 1130 case RING:
1158 case SKILL: 1131 case SKILL:
1159 case WEAPON: 1132 case WEAPON:
1160 case ARMOUR: 1133 case ARMOUR:
1171 case FOOD: 1144 case FOOD:
1172 case DRINK: 1145 case DRINK:
1173 case FLESH: 1146 case FLESH:
1174 case SKILL_TOOL: 1147 case SKILL_TOOL:
1175 case POWER_CRYSTAL: 1148 case POWER_CRYSTAL:
1176 if (*(cp = describe_item (tmp, pl)) != '\0') 1149 {
1150 const char *cp = ::describe_item (this, who);
1151
1152 if (*cp)
1153 {
1154 buf.append (" ");
1155 buf.append (cp);
1156 }
1157 }
1158 }
1159
1160 return buf;
1161}
1162
1163/* op is the player
1164 * tmp is the monster being examined.
1165 */
1166void
1167examine_monster (object *op, object *tmp)
1168{
1169 new_draw_info (NDI_UNIQUE, 0, op, tmp->describe_monster (op).c_str ());
1170}
1171
1172std::string
1173object::describe (object *who)
1174{
1175 dynbuf_text buf (1024, 1024);
1176
1177 buf.printf ("That is: %s.\n", long_desc (who).c_str ());
1178
1179 if (custom_name)
1180 buf.printf ("You call it %s\n", &custom_name);
1181
1182 switch (type)
1183 {
1184 case SPELLBOOK:
1185 if (flag [FLAG_IDENTIFIED] && inv)
1186 buf.printf ("%s is a %s %s spell\n", &inv->name, get_levelnumber (inv->level), &inv->skill);
1187 break;
1188
1189 case BOOK:
1190 if (msg)
1191 buf << "Something is written in it.\n";
1192 break;
1193
1194 case CONTAINER:
1195 if (race != NULL)
1177 { 1196 {
1197 if (weight_limit && stats.Str < 100)
1198 buf.printf ("It can hold only %s and its weight limit is %.1f kg.\n",
1199 &race, weight_limit / (10.0 * (100 - stats.Str)));
1178 int len; 1200 else
1179 1201 buf.printf ("It can hold only %s.\n", &race);
1180 assign (buf, query_name (tmp));
1181 len = strlen (buf);
1182 if (len < VERY_BIG_BUF - 5)
1183 {
1184 /* Since we know the length, we save a few cpu cycles by using
1185 * it instead of calling strcat */
1186 strcpy (buf + len, " ");
1187 len++;
1188 assign (buf + len, cp, VERY_BIG_BUF - len - 1);
1189 }
1190 } 1202 }
1191 }
1192
1193 if (buf[0] == '\0')
1194 assign (buf, query_name (tmp));
1195
1196 return buf;
1197}
1198
1199void
1200examine (object *op, object *tmp)
1201{
1202 char buf[VERY_BIG_BUF];
1203 int i;
1204
1205 if (tmp == NULL || tmp->type == CLOSE_CON)
1206 return;
1207
1208 strcpy (buf, "That is ");
1209 strncat (buf, long_desc (tmp, op), VERY_BIG_BUF - strlen (buf) - 1);
1210 buf[VERY_BIG_BUF - 1] = 0;
1211
1212 new_draw_info (NDI_UNIQUE, 0, op, buf);
1213 buf[0] = '\0';
1214
1215 if (tmp->custom_name)
1216 {
1217 strcpy (buf, "You call it ");
1218 strncat (buf, tmp->custom_name, VERY_BIG_BUF - strlen (buf) - 1);
1219 buf[VERY_BIG_BUF - 1] = 0;
1220 new_draw_info (NDI_UNIQUE, 0, op, buf);
1221 buf[0] = '\0';
1222 }
1223
1224 switch (tmp->type)
1225 {
1226 case SPELLBOOK:
1227 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED) && tmp->inv)
1228 {
1229 sprintf (buf, "%s is a %s level %s spell", &tmp->inv->name, get_levelnumber (tmp->inv->level), &tmp->inv->skill);
1230 }
1231 break;
1232
1233 case BOOK:
1234 if (tmp->msg != NULL)
1235 strcpy (buf, "Something is written in it.");
1236 break;
1237
1238 case CONTAINER:
1239 if (tmp->race != NULL)
1240 {
1241 if (tmp->weight_limit && tmp->stats.Str < 100)
1242 sprintf (buf, "It can hold only %s and its weight limit is %.1f kg.",
1243 &tmp->race, tmp->weight_limit / (10.0 * (100 - tmp->stats.Str)));
1244 else
1245 sprintf (buf, "It can hold only %s.", &tmp->race);
1246 }
1247 else if (tmp->weight_limit && tmp->stats.Str < 100) 1203 else if (weight_limit && stats.Str < 100)
1248 sprintf (buf, "Its weight limit is %.1f kg.", tmp->weight_limit / (10.0 * (100 - tmp->stats.Str))); 1204 buf.printf ("Its weight limit is %.1f kg.\n", weight_limit / (10.0 * (100 - stats.Str)));
1249 break; 1205 break;
1250 1206
1251 case WAND: 1207 case WAND:
1252 if (QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1208 if (flag [FLAG_IDENTIFIED])
1253 sprintf (buf, "It has %d charges left.", tmp->stats.food); 1209 buf.printf ("It has %d charges left.\n", stats.food);
1254 break; 1210 break;
1255 }
1256
1257 if (buf[0] != '\0')
1258 new_draw_info (NDI_UNIQUE, 0, op, buf);
1259
1260 if (tmp->materialname != NULL && !tmp->msg)
1261 { 1211 }
1212
1213 if (materialname && !msg)
1262 sprintf (buf, "It is made of: %s.", &tmp->materialname); 1214 buf.printf ("It is made of: %s.\n", &materialname);
1263 new_draw_info (NDI_UNIQUE, 0, op, buf); 1215
1264 } 1216 if (who)
1265 /* Where to wear this item */ 1217 /* Where to wear this item */
1266 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1218 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1267 { 1219 if (slot[i].info)
1268 if (tmp->body_info[i] < -1) 1220 {
1221 buf << (who->slot[i].info ? body_locations[i].use_name : body_locations[i].nonuse_name);
1222
1223 if (slot[i].info < -1 && who->slot[i].info)
1224 buf.printf ("(%d)", -slot[i].info);
1225
1226 buf << ".\n";
1269 { 1227 }
1270 if (op->body_info[i]) 1228
1271 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s (%d)", body_locations[i].use_name, -tmp->body_info[i]); 1229 if (weight)
1230 buf.printf (nrof > 1 ? "They weigh %3.3f kg.\n" : "It weighs %3.3f kg.\n", weight * (nrof ? nrof : 1) / 1000.0);
1231
1232 if (value && !flag [FLAG_STARTEQUIP] && !flag [FLAG_NO_PICK] && who)
1233 {
1234 buf.printf ("You reckon %s worth %s.\n", nrof > 1 ? "they are" : "it is", query_cost_string (this, who, F_TRUE | F_APPROX));
1235
1236 if (is_in_shop (who))
1237 {
1238 if (flag [FLAG_UNPAID])
1239 buf.printf ("%s would cost you %s.\n", nrof > 1 ? "They" : "It", query_cost_string (this, who, F_BUY | F_SHOP));
1272 else 1240 else
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1274 }
1275 else if (tmp->body_info[i])
1276 {
1277 if (op->body_info[i])
1278 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].use_name);
1279 else
1280 new_draw_info_format (NDI_UNIQUE, 0, op, "It goes %s", body_locations[i].nonuse_name);
1281 }
1282 }
1283
1284 if (tmp->weight)
1285 {
1286 sprintf (buf, tmp->nrof > 1 ? "They weigh %3.3f kg." : "It weighs %3.3f kg.", tmp->weight * (tmp->nrof ? tmp->nrof : 1) / 1000.0);
1287 new_draw_info (NDI_UNIQUE, 0, op, buf);
1288 }
1289
1290 if (tmp->value && !QUERY_FLAG (tmp, FLAG_STARTEQUIP) && !QUERY_FLAG (tmp, FLAG_NO_PICK))
1291 {
1292 sprintf (buf, "You reckon %s worth %s.", tmp->nrof > 1 ? "they are" : "it is", query_cost_string (tmp, op, F_TRUE | F_APPROX));
1293 new_draw_info (NDI_UNIQUE, 0, op, buf);
1294 if (is_in_shop (op))
1295 {
1296 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1297 sprintf (buf, "%s would cost you %s.", tmp->nrof > 1 ? "They" : "It", query_cost_string (tmp, op, F_BUY | F_SHOP));
1298 else
1299 sprintf (buf, "You are offered %s for %s.", query_cost_string (tmp, op, F_SELL + F_SHOP), tmp->nrof > 1 ? "them" : "it"); 1241 buf.printf ("You are offered %s for %s.\n", query_cost_string (this, who, F_SELL + F_SHOP), nrof > 1 ? "them" : "it");
1300 new_draw_info (NDI_UNIQUE, 0, op, buf);
1301 } 1242 }
1302 } 1243 }
1303 1244
1304 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1245 if (flag [FLAG_MONSTER])
1305 examine_monster (op, tmp); 1246 buf << describe_monster (who);
1306 1247
1307 /* Is this item buildable? */ 1248 /* Is this item buildable? */
1308 if (QUERY_FLAG (tmp, FLAG_IS_BUILDABLE)) 1249 if (flag [FLAG_IS_BUILDABLE])
1309 new_draw_info (NDI_UNIQUE, 0, op, "This is a buildable item."); 1250 buf << "This is a buildable item.\n";
1310 1251
1311 /* Does the object have a message? Don't show message for all object 1252 /* Does the object have a message? Don't show message for all object
1312 * types - especially if the first entry is a match 1253 * types - especially if the first entry is a match
1313 */ 1254 */
1314 if (tmp->msg && tmp->type != EXIT && tmp->type != BOOK && tmp->type != CORPSE && !tmp->move_on && strncasecmp (tmp->msg, "@match", 7)) 1255 if (msg && type != EXIT && type != BOOK && type != CORPSE && !move_on && strncasecmp (msg, "@match", 7))
1315 { 1256 {
1316
1317 /* This is just a hack so when identifying the items, we print 1257 /* This is just a hack so when identifying the items, we print
1318 * out the extra message 1258 * out the extra message
1319 */ 1259 */
1320 if (need_identify (tmp) && QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1260 if (need_identify (this) && flag [FLAG_IDENTIFIED])
1321 new_draw_info (NDI_UNIQUE, 0, op, "The object has a story:"); 1261 buf << "The object has a story:\n";
1322 1262
1323 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1263 buf << msg << '\n';
1324 }
1325 new_draw_info (NDI_UNIQUE, 0, op, " "); /* Blank line */
1326}
1327
1328/*
1329 * inventory prints object's inventory. If inv==NULL then print player's
1330 * inventory.
1331 * [ Only items which are applied are showed. Tero.Haatanen@lut.fi ]
1332 */
1333void
1334inventory (object *op, object *inv)
1335{
1336 object *tmp;
1337 char *in;
1338 int items = 0, length;
1339
1340 if (inv == NULL && op == NULL)
1341 { 1264 }
1342 new_draw_info (NDI_UNIQUE, 0, op, "Inventory of what object?");
1343 return;
1344 }
1345 tmp = inv ? inv->inv : op->inv;
1346 1265
1347 while (tmp) 1266 buf << '\n';
1348 { 1267
1349 if ((!tmp->invisible && 1268 return std::string (buf.linearise (), buf.size ());
1350 (inv == NULL || inv->type == CONTAINER || QUERY_FLAG (tmp, FLAG_APPLIED))) || (!op || QUERY_FLAG (op, FLAG_WIZ)))
1351 items++;
1352 tmp = tmp->below;
1353 }
1354 if (inv == NULL)
1355 { /* player's inventory */
1356 if (items == 0)
1357 {
1358 new_draw_info (NDI_UNIQUE, 0, op, "You carry nothing.");
1359 return;
1360 }
1361 else
1362 {
1363 length = 28;
1364 in = "";
1365 if (op)
1366 clear_win_info (op);
1367 new_draw_info (NDI_UNIQUE, 0, op, "Inventory:");
1368 }
1369 }
1370 else
1371 {
1372 if (items == 0)
1373 return;
1374 else
1375 {
1376 length = 28;
1377 in = " ";
1378 }
1379 }
1380 for (tmp = inv ? inv->inv : op->inv; tmp; tmp = tmp->below)
1381 {
1382 if ((!op || !QUERY_FLAG (op, FLAG_WIZ)) && (tmp->invisible || (inv && inv->type != CONTAINER && !QUERY_FLAG (tmp, FLAG_APPLIED))))
1383 continue;
1384 if ((!op || QUERY_FLAG (op, FLAG_WIZ)))
1385 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s (%5d) %-8s", in, length, length,
1386 query_name (tmp), tmp->count, query_weight (tmp));
1387 else
1388 new_draw_info_format (NDI_UNIQUE, 0, op, "%s- %-*.*s %-8s", in, length + 8, length + 8, query_name (tmp), query_weight (tmp));
1389 }
1390 if (!inv && op)
1391 {
1392 new_draw_info_format (NDI_UNIQUE, 0, op, "%-*s %-8s", 41, "Total weight :", query_weight (op));
1393 }
1394} 1269}
1395 1270
1396static void 1271static void
1397display_new_pickup (object *op) 1272display_new_pickup (object *op)
1398{ 1273{
1559 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1"); 1434 new_draw_info (NDI_UNIQUE, 0, op, "Example: search magic+1");
1560 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all"); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Would automatically pick up all");
1561 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "items containing the word 'magic+1'.");
1562 return 1; 1437 return 1;
1563 } 1438 }
1439
1564 op->contr->search_str[0] = '\0'; 1440 op->contr->search_str[0] = '\0';
1565 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off."); 1441 new_draw_info (NDI_UNIQUE, 0, op, "Search mode turned off.");
1566 op->update_stats (); 1442 op->update_stats ();
1567 return 1; 1443 return 1;
1568 } 1444 }
1445
1569 if ((int) strlen (params) >= MAX_BUF) 1446 if ((int) strlen (params) >= MAX_BUF)
1570 { 1447 {
1571 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long."); 1448 new_draw_info (NDI_UNIQUE, 0, op, "Search string too long.");
1572 return 1; 1449 return 1;
1573 } 1450 }
1451
1574 strcpy (op->contr->search_str, params); 1452 strcpy (op->contr->search_str, params);
1575 sprintf (buf, "Searching for '%s'.", op->contr->search_str); 1453 sprintf (buf, "Searching for '%s'.", op->contr->search_str);
1576 new_draw_info (NDI_UNIQUE, 0, op, buf); 1454 new_draw_info (NDI_UNIQUE, 0, op, buf);
1577 op->update_stats (); 1455 op->update_stats ();
1578 return 1; 1456 return 1;

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